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Nuancing the Dialogue Wheel


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#1
Sable Rhapsody

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 And again with the caveats before we get started.  I am not planning on bashing anyone or any gameplay feature.  I'd just like to address a few things about dialogue and roleplaying.  I AM also going to draw parallels with Mass Effect 2, since it's the most recent game with a dialogue wheel, and I'm of the opinion that both are quite fantastic games.

So I decided to replay ME2 and DA:O simultaneously.  Here are some things I noticed with the dialogue systems.

The DA:O dialogue system usually has only about 3 PC responses to NPC conversations, not counting "investigative," "persuasive," or infodump options.  Quantatively, this is not that different from ME2.  The difference comes in the roleplaying nuance of DA:O.  Often in DA:O, the PC will get extra or different dialogue options for race, gender, origin, class, even romance status.  I can think of only a few isolated instances of this dialogue customization in ME2.

ME2 also contained instances where Shepard gave a line of dialogue unprompted to maintain the cinematic flow of the conversation.  This was kind of eh in my opinion.  Sometimes it worked smooth as butter, sometimes it jarred me out of the experience.  On the other hand, DA:O's need for a "back to my questions" conversation option was equally, and much more consistently jarring.

I'm also a fan of the Paragon and Renegade interrupt system.  I know lots of folks didn't like it, but I did.  Maybe it's the genre, but seriously, how often do heroes let bad guys finish their sentences?  Or let their friends continue sobbing without hugging them?  It gave the roleplaying a sort of physicality that I've never experienced, and that was cool.  Of course, I was also a compulsive saver, so I had the option of reloading if I didn't like an interrupt I performed.

So here's my questions for the writers: I know the dialogue wheel in DA:O shows tone, which IMO is already a huge improvement.  Can it be adapted to have some of the roleplaying nuance shown in DA:O's dialogue options?  Will there be class, gender, plot context, etc. specific dialogue options?  Can the dialogue wheel be made dynamic enough to reflect little differences in the PC's character?  And will there be any more "action" roleplaying in the vein of the interrupt system?

#2
Collider

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So here's my questions for the writers: I know the dialogue wheel in DA:O shows tone, which IMO is already a huge improvement. Can it be adapted to have some of the roleplaying nuance shown in DA:O's dialogue options? Will there be class, gender, plot context, etc. specific dialogue options? Can the dialogue wheel be made dynamic enough to reflect little differences in the PC's character? And will there be any more "action" roleplaying in the vein of the interrupt system?


That would be very interesting. So long as they don't go overboard.

#3
The Big Nothing

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It has been stated that we will have tonal inflections in our responses (e.g., sarcastic, angry, sincere...) based upon the way we conduct ourselves throughout the game. Act like an A-Hole and your responses will be A-Holey.

Modifié par The Big Nothing, 14 septembre 2010 - 08:07 .


#4
Lord Gremlin

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The Big Nothing wrote...

It has been stated that we will have tonal inflections in our responses (e.g., sarcastic, angry, sincere...) based upon the way we conduct ourselves throughout the game. Act like an A-Hole and your responses will be A-Holey.

But what if I'm an extreme **** towards Chantry and templars, but at the same time very kind to mages?

#5
The Big Nothing

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Lord Gremlin wrote...

The Big Nothing wrote...

It has been stated that we will have tonal inflections in our responses (e.g., sarcastic, angry, sincere...) based upon the way we conduct ourselves throughout the game. Act like an A-Hole and your responses will be A-Holey.

But what if I'm an extreme **** towards Chantry and templars, but at the same time very kind to mages?


I would assume that it keeps track of your persistent attitude, not just a few F-You's.

But, that is a question best reserved for someone who isn't completely ignorant to DA2's development.

#6
Bobad

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I like the OP's ideas.



I was bemused that I mis-read this at first as Romancing the Dialogue Wheel.

#7
Collider

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Bobad wrote...

I like the OP's ideas.

I was bemused that I mis-read this at first as Romancing the Dialogue Wheel.

That sounds hot.

#8
nhsk

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My brain has taken damage from this forum, was convinced the title was "Romancing the dialogue wheel"...

#9
AtreiyaN7

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Bobad wrote...

I like the OP's ideas.

I was bemused that I mis-read this at first as Romancing the Dialogue Wheel.


*chuckle* I think the modifications they're making with the indicators should help in DA2. As far as ME2 went, I must say that one of the best Paragon interrupts was the hug interrupt on Tali's loyalty mission. *sniffle*

#10
Bobad

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nhsk wrote...

My brain has taken damage from this forum, was convinced the title was "Romancing the dialogue wheel"...



The logic as to how this may even be implemented is what really does the damage.Image IPB

#11
Sable Rhapsody

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Bobad wrote...

nhsk wrote...

My brain has taken damage from this forum, was convinced the title was "Romancing the dialogue wheel"...



The logic as to how this may even be implemented is what really does the damage.Image IPB


O BABY.  HOT CONTROLLER ON DIALOGUE WHEEL ACTION.  Sorry for the forum damage, guys.  There's no fixing it XD

#12
B3taMaxxx

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Same sex dialogue wheel romance?



I'd like to have 'interupts' as well.